
Monogame Animated Sprite __hot__
Draw the sprite between Begin and End calls.
Threshold : How long each frame lasts (e.g., 0.1f for 10 FPS). CurrentFrame : An integer representing the current index. FrameWidth/Height : The size of a single frame. 2. The Update Loop
int width = Texture.Width / Columns; int height = Texture.Height / Rows; monogame animated sprite
In your Game1.Update , you would switch the row based on player input:
// If enough time has passed, move to the next frame if (timeSinceLastFrame > millisecondsPerFrame) Draw the sprite between Begin and End calls
_graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; IsMouseVisible = true;
Create a class (e.g., AnimatedSprite or Animation ) to hold the Texture2D , number of frames, and the time delay between frames. int height = Texture.Height / Rows
currentFrame = 0; totalFrames = Rows * Columns;





